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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl30
1 files changed, 15 insertions, 15 deletions
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
index b5437d43d2..72eda80716 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file glowExtractF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_color;
@@ -42,12 +42,12 @@ in vec2 vary_texcoord0;
void main()
{
- vec4 col = texture(diffuseMap, vary_texcoord0.xy);
- /// CALCULATING LUMINANCE (Using NTSC lum weights)
- /// http://en.wikipedia.org/wiki/Luma_%28video%29
- float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
- float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) );
-
+ vec4 col = texture(diffuseMap, vary_texcoord0.xy);
+ /// CALCULATING LUMINANCE (Using NTSC lum weights)
+ /// http://en.wikipedia.org/wiki/Luma_%28video%29
+ float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
+ float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) );
+
#if HAS_NOISE
float TRUE_NOISE_RES = 128; // See mTrueNoiseMap
// *NOTE: Usually this is vary_fragcoord not vary_texcoord0, but glow extraction is in screen space
@@ -57,7 +57,7 @@ void main()
col.rgb += glow_noise / NOISE_DEPTH;
col.rgb = max(col.rgb, vec3(0));
#endif
- frag_color.rgb = col.rgb;
- frag_color.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha);
-
+ frag_color.rgb = col.rgb;
+ frag_color.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha);
+
}